factor ClientGameData into Client to reduce data duplication
This commit is contained in:
+98
-4
@@ -15,7 +15,6 @@
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#include "PSOEncryption.hh"
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#include "PSOProtocol.hh"
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#include "PatchFileIndex.hh"
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#include "Player.hh"
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#include "Quest.hh"
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#include "QuestScript.hh"
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#include "TeamIndex.hh"
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@@ -26,7 +25,8 @@ extern const uint64_t CLIENT_CONFIG_MAGIC;
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class Server;
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struct Lobby;
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struct Client : public std::enable_shared_from_this<Client> {
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class Client : public std::enable_shared_from_this<Client> {
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public:
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enum class Flag : uint64_t {
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// clang-format off
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@@ -148,7 +148,6 @@ struct Client : public std::enable_shared_from_this<Client> {
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};
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std::weak_ptr<Server> server;
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std::weak_ptr<ServerState> server_state;
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uint64_t id;
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PrefixedLogger log;
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@@ -181,7 +180,7 @@ struct Client : public std::enable_shared_from_this<Client> {
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uint8_t lobby_client_id;
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uint8_t lobby_arrow_color;
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int64_t preferred_lobby_id; // <0 = no preference
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ClientGameData game_data;
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std::unique_ptr<struct event, void (*)(struct event*)> save_game_data_event;
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std::unique_ptr<struct event, void (*)(struct event*)> send_ping_event;
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std::unique_ptr<struct event, void (*)(struct event*)> idle_timeout_event;
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@@ -198,6 +197,28 @@ struct Client : public std::enable_shared_from_this<Client> {
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};
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std::unique_ptr<std::deque<JoinCommand>> game_join_command_queue;
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// Character / game data
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struct PendingItemTrade {
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uint8_t other_client_id;
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bool confirmed; // true if client has sent a D2 command
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std::vector<ItemData> items;
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};
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struct PendingCardTrade {
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uint8_t other_client_id;
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bool confirmed; // true if client has sent an EE D2 command
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std::vector<std::pair<uint32_t, uint32_t>> card_to_count;
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};
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bool should_update_play_time;
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std::unordered_set<uint32_t> blocked_senders;
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std::unique_ptr<PlayerDispDataDCPCV3> v1_v2_last_reported_disp;
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// These are null unless the client is within the trade sequence (D0-D4 or EE commands)
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std::unique_ptr<PendingItemTrade> pending_item_trade;
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std::unique_ptr<PendingCardTrade> pending_card_trade;
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std::shared_ptr<Episode3::PlayerConfig> ep3_config; // Null for non-Ep3
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int8_t bb_character_index;
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ItemData bb_identify_result;
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std::array<std::vector<ItemData>, 3> bb_shop_contents;
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// Miscellaneous (used by chat commands)
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uint32_t next_exp_value; // next EXP value to give
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G_SwitchStateChanged_6x05 last_switch_enabled_command;
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@@ -249,4 +270,77 @@ struct Client : public std::enable_shared_from_this<Client> {
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void idle_timeout();
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void suspend_timeouts();
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const std::string& get_bb_username() const;
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void set_bb_username(const std::string& bb_username);
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void create_battle_overlay(std::shared_ptr<const BattleRules> rules, std::shared_ptr<const LevelTable> level_table);
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void create_challenge_overlay(Version version, size_t template_index, std::shared_ptr<const LevelTable> level_table);
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inline void delete_overlay() {
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this->overlay_character_data.reset();
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}
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inline bool has_overlay() const {
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return this->overlay_character_data.get() != nullptr;
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}
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void import_blocked_senders(const parray<le_uint32_t, 30>& blocked_senders);
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std::shared_ptr<PSOBBBaseSystemFile> system_file(bool allow_load = true);
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std::shared_ptr<PSOBBCharacterFile> character(bool allow_load = true, bool allow_overlay = true);
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std::shared_ptr<PSOBBGuildCardFile> guild_card_file(bool allow_load = true);
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std::shared_ptr<const PSOBBBaseSystemFile> system_file(bool allow_load = true) const;
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std::shared_ptr<const PSOBBCharacterFile> character(bool allow_load = true, bool allow_overlay = true) const;
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std::shared_ptr<const PSOBBGuildCardFile> guild_card_file(bool allow_load = true) const;
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void create_character_file(
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uint32_t guild_card_number,
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uint8_t language,
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const PlayerDispDataBBPreview& preview,
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std::shared_ptr<const LevelTable> level_table);
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std::string system_filename() const;
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static std::string character_filename(const std::string& bb_username, int8_t index);
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static std::string backup_character_filename(uint32_t serial_number, size_t index);
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std::string character_filename(int8_t index = -1) const;
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std::string guild_card_filename() const;
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std::string shared_bank_filename() const;
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std::string legacy_player_filename() const;
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std::string legacy_account_filename() const;
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void save_all();
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void save_system_file() const;
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static void save_character_file(
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const std::string& filename,
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std::shared_ptr<const PSOBBBaseSystemFile> sys,
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std::shared_ptr<const PSOBBCharacterFile> character);
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// Note: This function is not const because it updates the player's play time.
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void save_character_file();
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void save_guild_card_file() const;
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void load_backup_character(uint32_t serial_number, size_t index);
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void unload_character();
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PlayerBank& current_bank();
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std::shared_ptr<PSOBBCharacterFile> current_bank_character();
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bool use_shared_bank(); // Returns true if the bank exists; false if it was created
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void use_character_bank(int8_t bb_character_index);
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void use_default_bank();
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private:
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// The overlay character data is used in battle and challenge modes, when
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// character data is temporarily replaced in-game. In other play modes and in
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// lobbies, overlay_character_data is null.
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std::shared_ptr<PSOBBBaseSystemFile> system_data;
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std::shared_ptr<PSOBBCharacterFile> overlay_character_data;
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std::shared_ptr<PSOBBCharacterFile> character_data;
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std::shared_ptr<PSOBBGuildCardFile> guild_card_data;
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std::shared_ptr<PlayerBank> external_bank;
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std::shared_ptr<PSOBBCharacterFile> external_bank_character;
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int8_t external_bank_character_index;
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uint64_t last_play_time_update;
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void save_and_clear_external_bank();
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void load_all_files();
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};
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